[TASK] Added more duck spawn, performance fixes, instruction in the minigame, option to zoom in on stickers

This commit is contained in:
2019-08-30 00:39:13 +02:00
parent bb4b5afb18
commit c60a130874
51 changed files with 86781 additions and 45090 deletions

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using UnityEngine;
using System;
namespace Crystal
{
public class SafeAreaDemo : MonoBehaviour
{
[SerializeField] KeyCode KeySafeArea = KeyCode.A;
SafeArea.SimDevice[] Sims;
int SimIdx;
void Awake ()
{
if (!Application.isEditor)
Destroy (gameObject);
Sims = (SafeArea.SimDevice[])Enum.GetValues (typeof (SafeArea.SimDevice));
}
void Update ()
{
if (Input.GetKeyDown (KeySafeArea))
ToggleSafeArea ();
}
/// <summary>
/// Toggle the safe area simulation device.
/// </summary>
void ToggleSafeArea ()
{
SimIdx++;
if (SimIdx >= Sims.Length)
SimIdx = 0;
SafeArea.Sim = Sims[SimIdx];
Debug.LogFormat ("Switched to sim device {0} with debug key '{1}'", Sims[SimIdx], KeySafeArea);
}
}
}

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===============================
Safe Area Helper
===============================
Usage:
1. Create desired aspect ratios in the Game Window, e.g. 195:90 and 90:195 for iPhone X series.
2. Add the SafeArea.cs component to your GUI panels.
3. Add the SafeAreaDemo.cs once to a component in your scene.
4. Run the game and use the Toggle hotkey (default "A") to toggle between simulated devices.
Be sure to match the simulated device with the correct aspect ratio in your Game Window.
Add your own simulated devices:
1. Run an empty scene to the target mobile device with one GUI panel containing the SafeArea.cs component.
2. Rotate the device to each of the four orientations. Copy the pixel coordinates for each orientation from the debug output.
3. Enter the simulated device into SafeArea.cs using the same technique for the iPhone X.
See notes in SafeArea.cs and read our article online for a full breakdown of how the Safe Area works.
If you have a suggestion or request for a simluated device to be added to the list, please let us know in the Unity forums.
If this asset helped you, please rate us on the Asset Store!

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using UnityEngine;
namespace Crystal
{
/// <summary>
/// Safe area implementation for notched mobile devices. Usage:
/// (1) Add this component to the top level of any GUI panel.
/// (2) If the panel uses a full screen background image, then create an immediate child and put the component on that instead, with all other elements childed below it.
/// This will allow the background image to stretch to the full extents of the screen behind the notch, which looks nicer.
/// (3) For other cases that use a mixture of full horizontal and vertical background stripes, use the Conform X & Y controls on separate elements as needed.
/// </summary>
public class SafeArea : MonoBehaviour
{
#region Simulations
/// <summary>
/// Simulation device that uses safe area due to a physical notch or software home bar. For use in Editor only.
/// </summary>
public enum SimDevice
{
/// <summary>
/// Don't use a simulated safe area - GUI will be full screen as normal.
/// </summary>
None,
/// <summary>
/// Simulate the iPhone X and Xs (identical safe areas).
/// </summary>
iPhoneX,
/// <summary>
/// Simulate the iPhone Xs Max and XR (identical safe areas).
/// </summary>
iPhoneXsMax,
/// <summary>
/// Simulate the Google Pixel 3 XL using landscape left.
/// </summary>
Pixel3XL_LSL,
/// <summary>
/// Simulate the Google Pixel 3 XL using landscape right.
/// </summary>
Pixel3XL_LSR
}
/// <summary>
/// Simulation mode for use in editor only. This can be edited at runtime to toggle between different safe areas.
/// </summary>
public static SimDevice Sim = SimDevice.None;
/// <summary>
/// Normalised safe areas for iPhone X with Home indicator (ratios are identical to iPhone Xs). Absolute values:
/// PortraitU x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436;
/// PortraitD x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436 (not supported, remains in Portrait Up);
/// LandscapeL x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125;
/// LandscapeR x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125.
/// Aspect Ratio: ~19.5:9.
/// </summary>
Rect[] NSA_iPhoneX = new Rect[]
{
new Rect (0f, 102f / 2436f, 1f, 2202f / 2436f), // Portrait
new Rect (132f / 2436f, 63f / 1125f, 2172f / 2436f, 1062f / 1125f) // Landscape
};
/// <summary>
/// Normalised safe areas for iPhone Xs Max with Home indicator (ratios are identical to iPhone XR). Absolute values:
/// PortraitU x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688;
/// PortraitD x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688 (not supported, remains in Portrait Up);
/// LandscapeL x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242;
/// LandscapeR x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242.
/// Aspect Ratio: ~19.5:9.
/// </summary>
Rect[] NSA_iPhoneXsMax = new Rect[]
{
new Rect (0f, 102f / 2688f, 1f, 2454f / 2688f), // Portrait
new Rect (132f / 2688f, 63f / 1242f, 2424f / 2688f, 1179f / 1242f) // Landscape
};
/// <summary>
/// Normalised safe areas for Pixel 3 XL using landscape left. Absolute values:
/// PortraitU x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;
/// PortraitD x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;
/// LandscapeL x=171, y=0, w=2789, h=1440 on full extents w=2960, h=1440;
/// LandscapeR x=0, y=0, w=2789, h=1440 on full extents w=2960, h=1440.
/// Aspect Ratio: 18.5:9.
/// </summary>
Rect[] NSA_Pixel3XL_LSL = new Rect[]
{
new Rect (0f, 0f, 1f, 2789f / 2960f), // Portrait
new Rect (0f, 0f, 2789f / 2960f, 1f) // Landscape
};
/// <summary>
/// Normalised safe areas for Pixel 3 XL using landscape right. Absolute values and aspect ratio same as above.
/// </summary>
Rect[] NSA_Pixel3XL_LSR = new Rect[]
{
new Rect (0f, 0f, 1f, 2789f / 2960f), // Portrait
new Rect (171f / 2960f, 0f, 2789f / 2960f, 1f) // Landscape
};
#endregion
RectTransform Panel;
Rect LastSafeArea = new Rect (0, 0, 0, 0);
[SerializeField] bool ConformX = true; // Conform to screen safe area on X-axis (default true, disable to ignore)
[SerializeField] bool ConformY = true; // Conform to screen safe area on Y-axis (default true, disable to ignore)
void Awake ()
{
Panel = GetComponent<RectTransform> ();
if (Panel == null)
{
Debug.LogError ("Cannot apply safe area - no RectTransform found on " + name);
Destroy (gameObject);
}
Refresh ();
}
void Update ()
{
Refresh ();
}
void Refresh ()
{
Rect safeArea = GetSafeArea ();
if (safeArea != LastSafeArea)
ApplySafeArea (safeArea);
}
Rect GetSafeArea ()
{
Rect safeArea = Screen.safeArea;
if (Application.isEditor && Sim != SimDevice.None)
{
Rect nsa = new Rect (0, 0, Screen.width, Screen.height);
switch (Sim)
{
case SimDevice.iPhoneX:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_iPhoneX[0];
else // Landscape
nsa = NSA_iPhoneX[1];
break;
case SimDevice.iPhoneXsMax:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_iPhoneXsMax[0];
else // Landscape
nsa = NSA_iPhoneXsMax[1];
break;
case SimDevice.Pixel3XL_LSL:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_Pixel3XL_LSL[0];
else // Landscape
nsa = NSA_Pixel3XL_LSL[1];
break;
case SimDevice.Pixel3XL_LSR:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_Pixel3XL_LSR[0];
else // Landscape
nsa = NSA_Pixel3XL_LSR[1];
break;
default:
break;
}
safeArea = new Rect (Screen.width * nsa.x, Screen.height * nsa.y, Screen.width * nsa.width, Screen.height * nsa.height);
}
return safeArea;
}
void ApplySafeArea (Rect r)
{
LastSafeArea = r;
// Ignore x-axis?
if (!ConformX)
{
r.x = 0;
r.width = Screen.width;
}
// Ignore y-axis?
if (!ConformY)
{
r.y = 0;
r.height = Screen.height;
}
// Convert safe area rectangle from absolute pixels to normalised anchor coordinates
Vector2 anchorMin = r.position;
Vector2 anchorMax = r.position + r.size;
anchorMin.x /= Screen.width;
anchorMin.y /= Screen.height;
anchorMax.x /= Screen.width;
anchorMax.y /= Screen.height;
Panel.anchorMin = anchorMin;
Panel.anchorMax = anchorMax;
Debug.LogFormat ("New safe area applied to {0}: x={1}, y={2}, w={3}, h={4} on full extents w={5}, h={6}",
name, r.x, r.y, r.width, r.height, Screen.width, Screen.height);
}
}
}

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